deadeye's Forum Posts

  • My new(ish) computer

    Device name: NVIDIA GeForce 9500 GT

    Pixel shader: 3

    Estimated VRAM: 743 MB

    Motion blur: Yes

  • [quote:3bsf8ksh][ADD] Ability to change what attributes an object instance has via an action

    This is an awesome addition and I'm glad to see it's finally been implemented

    Downloading now...

  • Heh, wow... nice timing

    Sorry I've been away, I took what was meant to be a little break and it turned into a very long break.

    So... what'd I miss?

  • [quote:t3tnmyde] A crash inside a plugin's non-event code has been intercepted! This may be a bug in the plugin, or a problem in Construct. The application has exited. Available details of the location of the problem are below(this may be approximate).

    Plugin: Sprite.csx

    Object name: Sprite

    Instance: 1 (of 2)

    Tried to reinstall but it still showes the error. Such an irony(the problem got my balls

    Does this happen only with your old project? Can you create a new .cap with new sprites and run it?

  • Can not Install DirectX 9c August 2008 in Windows Vista.

    You need to install DX9.0c for Aug. 2008, there's no way around that. DX10 does not have some of the necessary files that Construct needs in order to run.

    Why can't you install DX? Do you get some kind of error?

  • Hmm... here we have:

    Please be more detailed in your error descriptions, or there is nothing that can be done about it.

    Immediately followed by:

    I think 0.99.42 isn't stable..

    "What kind of ice cream would you like?"

    "Ice cream."

    "Um... yeah, but what flavor?"

    "Ice cream flavor."

    *aneurysm*

  • It looks like the collision is being based on the mask for the default animation (the one you've named "idle"). So the collision mask is flipping, but it's using the wrong collision mask.

    Yeah, I'd say it's a bug. Too bad this wasn't found before marking the release as stable . Anyway, you should post a bug report, if one hasn't been posted already.

    There are a couple workarounds you could do in the meantime. You could check collision based on a separate sword object (which would probably be more accurate anyway), or you could create manually flipped left-facing sprites for the 180 angle for all of your animations. The second one isn't exactly the most efficient solution, I know, but it's something, anyway.

  • You're welcome

    News update:

    v.0.99.42 seems pretty stable to me, and I've been told that there shouldn't be any major feature changes that would affect Platform School between now and 1.0, so I'm starting work on fixing and finishing the tutorials.

    I'll be updating or even re-writing entire sections to reflect changes and new features since v0.98.9. I'll also be expanding on certain topics that some people have said weren't entirely clear. I'm even going to change some of the basic event structure, since I have discovered more efficient methods in some areas (such as handling player controls and animations).

    Don't expect anything right away, though... I have a lot of work ahead of me.

  • Apart from that 360 controller problem (which I hear has been fixed), I think it's pretty much good to go.

  • [quote:21xguz2n]The Guardia Castle Dungeon was more or less directly inspired by Chrono Trigger. Except CT is a top-down RPG. Which makes using its backgrounds nigh-impossible for this purpose. So I decided to have it done from scratch. Except I'm a terrible artist, so I needed to have someone else do it. Eventually, I was forced to turn towards the only avenue I had. My mother. STOP LAUGHING!

    Whoah... you got your mother to help you make your game?

    You have one cool mom.

  • Or you can put your text on a separate layer and rotate the layer.

    Just do this:

    + Always
      -> Set layer angle to 0 - DisplayAngle
    [/code:3clpostq]
    
    That's zero-minus-display angle, by the way.  I use it a lot in Vert to keep certain things always facing "up."
  • Unfortunately Containers only contain one instance of an object per container.

    Any one of Davios's methods would work for this.

  • > Those events will run every tick, if you don't want them to, set a variable or use functions, so they only run once.

    >

    Then what is the purpose of "trigger once"?

    Yeah, I guess I'm not getting this either... a trigger once on it's own should literally only trigger once, yes?

  • Yeah, what Mipey said.

    *dusts off hands* Welp, my job is done here.

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  • Some stuff...

    Don't get me wrong, I agree with what you're saying. An object bank would be nice. But the current system is so entrenched in the foundation of Construct that it's not likely to change.

    I would guess the only way to do this would be if the devs completely rewrote Construct's engine and IDE from the ground up, and it's a little late in the game to do that. It might be something to consider for C2 though... hint hint